Holgur |
When Holgur sees the man struggling on his own to hold the boat in place he thinks 'easy target' and aims an arrow at the man's chest then shoots. Bu, in his overconfidence, he took too little time to aim and the arrow sails into the water.
Attack
1d20 + 6 ⇒ (3) + 6 = 9
Rather than make another shot Holgur rushes to the ship's wheel and looks about for the 'Promise's sailors. He wonders how long the enemy crew will take to rally against the Wormwood crew.
Kelly Forester |
Kelly surveys the situation and barks out as he moves, "Holgur, Ciera, secure that wheel, Balsooma, with me." He then turns his attention to the man hanging from the line. "Listen here now sailor, it looks as though you now have 3 options, you can die where you hang right now, you can let go and take your chances with the sharks, or you can surrender, throw your weapons to the deck, and accept whatever fate our captain bestows upon you. I'm not going to advise you on which of those fates is the worst, but the Captain will at least give you as good a chance as the sharks."
At that Kelly take position 10' from the man, and he attempts to point Balsooma to the rail, both to threaten the man, or bring him in should he surrender.
Move to square C15, and ready an action to attack the man should he respond in the negative, or try and attack him or his friends.
Holgur |
"Listen here now sailor, it looks as though you now have 3 options, you can die where you hang right now, you can let go and take your chances with the sharks, or you can surrender, throw your weapons to the deck, and accept whatever fate our captain bestows upon you. I'm not going to advise you on which of those fates is the worst, but the Captain will at least give you as good a chance as the sharks."
Very nice!
"AYE!" Holgur yells in reply to Kelly. He then takes up a position near the wheel and readies an arrow for any enemies that get close. as he draws his arrow he takes a moment to quickly count how many more are left in the quiver. Ten more after this one. I hope that will be enough he thinks.
Ciera |
Ciera moves quickly over to the wheel, stopping momentarily to grab her dropped knives, keeping the crossbow drawn in case of further attacks. She peers into the fog above them, trying to make out if any figures might be hiding up in the rigging.
Balsooma Hishal |
Balsooma moves up to the remaining sailor, sword ready to strike if the man shows any sign of doing anything other than surrendering.
Move to B16
Readied attack (if triggered): 1d20 + 7 ⇒ (12) + 7 = 19 - damage: 2d4 + 6 ⇒ (2, 4) + 6 = 12 - miss 1d100 ⇒ 93
Kelly Forester |
Readied attack (if triggered): 1d20+7 - damage: 2d4+6 - miss 1d100
Good idea
Attack if triggered: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d8 + 2 ⇒ (3) + 2 = 5
miss chance: 1d100 ⇒ 55
Aardvark DM |
Sailor 5 Climb check 1d20 + 7 ⇒ (6) + 7 = 13
Once again the sailor tries to hold the boat aloft with the one rope, attempting to get purchase on the side of the Man's Promise himself. He makes it nowhere, stuck writhing and twisting, clutching on to the rope with all he's got.
Looks like he trying either get the boat safely into the water, or climb back on the ship, or both. I set the DC at 15, and he just can't seem to do it.
Kelly Forester |
Kelly steps forward and grabs the man hanging from the rope, pulling him toward the deck. As he does this, he turns his head toward Balsooma, "Cut the boat free."
1d20 + 3 ⇒ (14) + 3 = 17
EDIT: I also dropped the pike before stepping forward.
Holgur |
Since Kelly and Balsooma look to have the situation in hand Holgur scans the deck of the Man's Promise for enemies. He counts the officers of the Wormwood as enemies just as much as the Rahadoumi sailors.
Balsooma Hishal |
With a grim nod to Kelly, Balsooma swings his sword at the mass of ropes supporting both the man and the boat.
Sunder attempt: 1d20 + 7 ⇒ (2) + 7 = 9 - damage: 2d4 + 6 ⇒ (2, 1) + 6 = 9 - miss: 1d100 ⇒ 23
Aardvark DM |
The sailor tries again to swing his leg toward the ship's rail. Finally, and with a little help from Kelly, the man manages to make it back onto the deck. This happens just in time, as Balsooma shears through the ropes holding the half-hanging rowboat. The craft lands on its stern in the water below, taking on water and beginning to sink beneath the surface.
climb 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
This would be the end of round 9 after the sailor climbs aboard. Take any round 10 actions you would like to perform.
Balsooma Hishal |
Balsooma moves over to stand by Cieran. Placing a big hand on the young man's shoulder, he murmurs a short prayer to Besmara, and a soft glow of healing energies suffuses across Cieran.
Cure Light Wounds: 1d8 + 2 ⇒ (7) + 2 = 9
Change Judgement to Healing. Gains Fast Healing 1 until end of combat.
Ciera |
Ciera gives a sigh as the healing magic infuses her body and gives a quick call of thanks over her shoulder as she continues to scan the deck for any new threats (ready action to shoot any new targets)
Aardvark DM |
As you try to take a brief respite, Balsooma tending Cieran's wounds and Kelly wrangling the captive, Captain Harrigan appears through the fog. Cieran almost fires his readied shot, but the Captain is easily recognizable. He seems to be enjoying the excitement of the battle, and just through the fog you can see his knife coated in blood, and under more scrutiny, a heart in his hand. He takes a big bite from the organ, looking revitalized by the act, before he tosses the rest of it overboard. He glances around for more enemies before he wanders back into the fog.
2&3 1d20 + 1 ⇒ (9) + 1 = 10
Out of the mist, from the other side of the mast where the captain emerged, another sailor approaches the port lifeboat. Unlike the others, this one has a boarding pike in hand. As soon as they emerge, Cieran fires the shot he had prepared for the next enemy showing their face. He shoots when the sailor emerges from the mist, but there is the tell-tale sound of it deflecting off of metal armor of some sort.
Cieran's Readied shot 1d20 + 6 ⇒ (8) + 6 = 14, miss chance 1d100 ⇒ 78
For future uses, when you ready an action that requires a roll, feel free to roll for the action then. Otherwise I will make the roll as the situation arises.
The sailors 2 and 3 are not there on Kelly's turn. They arrive on their turn in initiative.
Round 11:
Kelly - Grappled captive
Sailor 2 - approaches lifeboat
Sailor 3 - approaches lifeboat
Balsooma - Healed Cieran
Holgur - Manned Wheel
Ciera - Readied shot
Sailor 1 - Approached lifeboat
Holgur |
Initially, Holgur thinks of grabbing his bow but the fact that Kelly is so close to the enemy dissuades him. Instead he holds onto the wheel with one and and keeps his flail in the other. If need be, he will release the wheel and close on the sailor. At the same time, he tries very hard to drive the image of the Captain out of his mind.
Aardvark DM |
The enemy beside Kelly is the one he has as prisoner, rescued from the failed boat launch. The new enemy is the one in F15. By the time you go in init order, the other two at G15 and F16 have arrived. So you have access to all three of the newcomers.
Kelly Forester |
"Well, S#!t." Kelly says as he reaches for a rope tied to the mast, he uses the free end to try and tie down the captive he has a grip on.
Grapple Check; Tie up: 1d20 + 3 ⇒ (3) + 3 = 6
After fumbling with the rope for a few beats, he turns to the prisoner. "You stay here, and don't move, or that scary beast you just saw eat a man's heart will be after you."
With that Kelly ends the grapple and moves to where his pike lay on the deck (b15).
Balsooma Hishal |
"Summon your strength. This battle with soon be over, and with it, this pesky mist," Balsooma growls, striding past Cieran and Holgur. Taking the stairs two at a time, he swings his falchion over his head, bringing it down on the closest enemy sailor as he gains the deck.
Attack sailor in F16: 1d20 + 6 ⇒ (13) + 6 = 19 - damage: 2d4 + 6 ⇒ (4, 1) + 6 = 11 - miss: 1d100 ⇒ 39
Holgur |
As Balsooma hustles down the stairs at the approaching enemies, Holgur picks up his bow from beside the wheel. He aims well above the tall inquisitor's head, at the foreign sailors.
Attack Target F15
1d20 + 6 ⇒ (20) + 6 = 26
Miss Chance
1d100 ⇒ 67
Critical Confirmation
1d20 + 6 ⇒ (13) + 6 = 19
Damage
1d8 ⇒ 1
Critical
1d8 ⇒ 5
The familiar sound of arrow meeting flesh and drawing a cry of pain brings a smile to the pirate.
Aardvark DM |
Grrr, screen locked, and I had to close the browser. I lost my post.
Kelly 'ties' up his captive, crudely at best.
Two more sailors appear to untie the boat.
Balsooma hits one, opening a deep wound.
Holgur fires true, but doesn't quite get the expected results, the other sailor being a barrier to his success.
The shot isn't a crit, the other sailor provides cover (-4 to hit), and an AC 15 misses.
Round 12:
Ciera - Readied shot
Sailor 1 - 3 damage, Approached lifeboat
Kelly - Tied captive, moved to weapon
Sailor 2 - approaches lifeboat
Sailor 3 - 11 damage, Staggered approaches lifeboat
Balsooma - Moved, hit sailor 3
Holgur - Hit sailor 1
Holgur |
If sailor #2 wants to provide cover for sailor #1 that is fine with Holgur. Let's see who wants to provide cover for him now.
"Blasted by-stander" Holgur grunts through his teeth as he nocks another arrow and aims it at the interloper. He pauses a moment to ensure that Balsooma is not in harms's way and then fires.
Holgur laughs as the arrow strikes the intervening sailor.
Attack
1d20 + 6 ⇒ (13) + 6 = 19
Miss
1d100 ⇒ 79
Damage
1d8 + 2 ⇒ (2) + 2 = 4
Balsooma Hishal |
Balsooma continues forwards, side-stepping the sailor upon which his first blow landed. He brings his falchion around in a bloody arc against the next sailor in line.
5-foot step to E16.
Attack sailor in F15: 1d20 + 6 ⇒ (5) + 6 = 11 - damage: 2d4 + 6 ⇒ (3, 2) + 6 = 11 - miss: 1d100 ⇒ 12
Ciera |
Ciera moves forward to the captured sailor, stowing her crossbow as she does so. Just a glace at Kelly's knot is enough to let her know it would never hold. She quickly reties it hoping to secure the man more tightly.
Tie up:1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19 (BAB + rope master talent)
Aardvark DM |
Cieran easily fixes the weak loop Kelly threw over the captive. The ties are quick and effective, almost incapacitating the sailor.
The first sailor to the rowboat sees the destruction Balsooma rains on the other sailor, and decides to take a few steps back. He says a word and his boarding pike extends to double its size. With its greater length, he stabs at Balsooma. Sadly, with all the fog, he jabs rather solidly into the baffle holding the boat up instead of delivering a solid blow at Balsooma himself.
Sailor 1
Move, to F13
swift, extend pike
Standard, attack Balsooma 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19, miss chance 1d100 ⇒ 1, blind-fight reroll 1d100 ⇒ 22
Round 12:
Kelly - Tied captive, moved to weapon
Sailor 2 - approaches lifeboat
Sailor 3 - 11 damage, Staggered approaches lifeboat
Balsooma - Moved, hit sailor 3
Holgur - Hit sailor 1
Belor - No action
Ciera - Moved to and tied captive
Sailor 1 - 3 damage, missed Balsooma
Kelly Forester |
The magic of his opponents weapon extending is enough to throw Kelly off guard, his chemical addled brain softens the edges a reality enough that this sudden change in the laws of nature are enough to keep him puzzled. Fortunately his mind is clouded, not gone, as he tries to reason through what he just saw, his arm instinctively draws and throws a vial from his bandoleer and throws it as one his escaping adversaries.
5' step forward
Standard action: Alchemists Bomb at #2: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Ref atk: #3: 1d20 + 3 ⇒ (8) + 3 = 11
Ref atk: #2 (if needed): 1d20 + 3 ⇒ (12) + 3 = 15
Ref atk: #1 (in case I miss really badly): 1d20 + 3 ⇒ (8) + 3 = 11
scatter (if needed): 1d8 ⇒ 6
miss chance: 1d100 ⇒ 53
Move action: pick up pike
Kelly then absently reaches down and picks up his pike and prepares for action.
Aardvark DM |
Once more Kelly's exploding vial bursts around the small group, burning both his initial target and the wounded one standing near him. The injured sailor crumples under the chymic flames, the pain from Balsoomas cut having been too much.
Into the gap steps the second crewman, drawing and swinging his sword at the big man. Just like the pikeman, he strikes the nearby baffle instead, proving it to be a most fortuitous obstacle.
Sailor 2
Move, to F16, drawing blade during.
Standard, attack Balsooma 1d20 + 2 ⇒ (12) + 2 = 14, miss chance 1d100 ⇒ 18
Balsooma and Holgur, I imagine your actions might change based on the recent actions.
Round 12:
Balsooma - Moved, hit sailor 3
Holgur - Hit sailor 1
Belor - No action
Ciera - Moved to and tied captive
Sailor 1 - 3 damage, missed Balsooma
Kelly - Threw bomb, killed Sailor 3
Sailor 2 - 4 damage, missed Balsooma
Holgur |
Aardvark, forgive me for having negative ranks in basic comprehension. I am missing the reason for wanting to change Holgur's action toward sailors 1,2 and 5.
Unless it is because
Aardvark DM |
I just mean the actions you both already took for round 12, none earlier than that.
Balsooma may change his, due to it being intended to hit Sailor 1. But sailor 1 moved before Balsooma's action would take place, so he may not have acted as such.
Your action may change because, if Balsooma doesn't move, you suffer a -8 to hit (-4 for cover, and -4 for target being in melee). So if you move somewhere where Balsooma is not providing cover, you at least lose the -4.
The captive is not tied to the mast per se, becasue Kelly moved with him back toward the aft deck he just used a nearby line from the mast (like loose rigging or any lines held by belaying pin). The tied up sailor is the one standing roughly between Kelly and Ciera, not really in the fight, due to being bound and pulled away from falling to the sharks.
Balsooma Hishal |
Balsooma steps forward over the sailor's crisping body. Letting out a roar of challenge, he hacks at the second escaping sailor.
5' step to F16
Attack sailor in G15: 1d20 + 6 ⇒ (13) + 6 = 19 - damage: 2d4 + 6 ⇒ (4, 4) + 6 = 14 - miss: 1d100 ⇒ 79
Holgur |
Got it. Since Balsooma is now attacking sailor 2 Holgur will take a five-foot step into D19 and then attack sailor 1
"Skewer the bastard, big man" Holgur shouts by way of encouragement to Balsooma. As he follows the flow of the melee, Holgur sees that the more distant sailor still stands. Quickly he checks that he still has arrows left and plucks one from his quiver.
Holgur steps to his right in order to gain a better field of fire at the Rahadoumi. Once he is sure that Balsooma is not endangered by his vanatage point, Holgur pulls back on the bow and lines up the arrow with his target. "Besmara welcome yer" he mutters before loosing the arrow.
New attack roll if needed
1d20 + 2 ⇒ (5) + 2 = 7
Thanks, Besmara!
9 arrows left
Aardvark DM |
Balsooma steps alongside the sailor, running his blade with a heavy swing across the man's midsection. The cut leaves a huge gash, and the man's insides hang out a little ways before he collapses to the deck a bleeding mess.
Holgur moves to line up a shot, but fires off to thunk ineffectually into the deck near his target.
Round 13:
Belor - No action
Ciera - Moved to and tied captive
Sailor 1 - 3 damage, missed Balsooma
Kelly - Threw bomb, killed Sailor 3
Balsooma - Moved, killed sailor 2
Holgur - Missed sailor 1
No map update (file is on work comp), but Balsooma is in E16, sailor 2 is gone, and Holgur is in F19.
Belor |
Belor turns his attention to the rouge standing besides him.
"If you would be willing to untie me from the clutches of these ropes I would be more than glad to aid you in this battle, I don't much care for Rahadoumi anyways. I mean I was trying to escape after all."
Diplomacy: 1d20 + 4 ⇒ (1) + 4 = 5
So much for that Charisma
Aardvark DM |
Belor levels a weak attempt, at best, toward the others to release him. What he may have intended seemed rational, but what came out probably sounded more like a string of jibberish interspersed with curses and insults.
Using the crit/fumble skills, your total Diplomacy result was -5.
Round 13:
Ciera - Moved to and tied captive
Sailor 1 - 3 damage, missed Balsooma
Kelly - Threw bomb, killed Sailor 3
Balsooma - Moved, killed sailor 2
Holgur - Missed sailor 1
Belor - Tried unsuccessfully to get someone to untie him
Still can't map until Sunday
Holgur |
Anger and disappointment well up in Holgur as he watches his last arrow go wide of the mark. All those years hunting in the jungles of Ilizmagorti should have served him better than this, he thinks. Self-redemption as well as practical concerns guide his hands as he fires another arrow at the last of the Rahadoumi sailors.
But his emotions rush his movements and spoil his aim. The arrow flies over the head of the target and into the sea. Holgur explodes into a series of invective and vulgarities and his tanned skin goes scarlet with the rush of blood. He turns to Ciera and asks "Do you know how to helm a ship? I want to go over and kill that bastard over there but someone has to man the wheel."
Attack -4 for the target being in melee does not apply here, correct?
1d20 + 6 ⇒ (2) + 6 = 8
Miss chance
1d100 ⇒ 44
8 arrows left
Kelly Forester |
At the risk of acting out of order, I am updating my turn as I will be very busy this weekend and my not get a chance otherwise. Plus my action is pretty universal.
Kelly, heft his pike, looking at it for a moment, then looking at his oppenents. "Hrm, that's a pretty neat trick," he mumbles. They he hefts his own pike one last time, getting it into position and charges at his foe.
Attack roll: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Miss Chance: 1d100 ⇒ 49
The fog throws his aim completely askew and the tip of his pike is no where near his opponent.
I was gonna curse the fog again, but then I saw my attack roll...sigh. If I can't charge then I will just take a move action and do a regular attack, if for some reason I can't do that then I will just take a double move to get to attack range. If I provoke from the movement my AC is 19, after the movement my AC is 13 until next turn. Have a good weekend.
Ciera |
Ciera kicks at the prone figure lightly as she takes out her crossbow and loads it. "Shut-up you" she says whilst taking a step back to the top of the stairs (C19) "you just stay down an' keep out o' the way an' ye might just save yerself from the sharks."
Aardvark DM |
Ciera threatens the prisoner to keep him quiet before moving back up towards the wheel.
The sailor, which on closer proximity looks to possibly be some sort of officer, sidesteps before extending the boarding pike again to stab at Balsooma from so far away. The weapon barely comes close, not even anything to worry about.
Move, to G13
Swift, extend pike
Standard, attack Balsooma 1d20 + 6 ⇒ (2) + 6 = 8
In response, Kelly hoists up his own pike and charges at the Rahadoumi, but with the other's extended weapon he gets a chance to strike at the advancing pirate.
AoO on Kelly, when he leaves D15, 1d20 + 6 ⇒ (8) + 6 = 14
The Rahadoumi almost gets his weapon to bear, but the way Kelly moves makes him a difficult target. Kelly nears enough to swing, but his swing is just as horribly wide as that of the defending sailor's own attack against Balsooma.
Round 13:
Balsooma - Moved, killed sailor 2
(already rolled his action) Holgur - Missed sailor 1
Belor - Tried unsuccessfully to get someone to untie him
Ciera - Moved, yelled at captive
Sailor 1 - 3 damage, missed Balsooma
Kelly - Charged Sailor 1
Balsooma Hishal |
Balsooma charges the remaining sailor, bringing his sword up and around in a slow but heavy overhand strike.
Move: charge to F14
Attack sailor in G13: 1d20 + 8 ⇒ (3) + 8 = 11 - damage: 2d4 + 6 ⇒ (2, 3) + 6 = 11 - miss: 1d100 ⇒ 27
Holgur |
The damned mist makes it too risky to send another arrow against the last sailor; too much chance to hit Balsooma or Kelly. Instead Holgur concentrates on manning the wheel of the Man's Promise and keeping her steadily alongside the Wormwood. He wonders why the others took a prisoner and looks him over. Even from a distance he can see that the captive is not in a uniform like the rest of the sailors.
Holgur yells to Ciera "Is yer prisoner a crewman of this ship? He does not look it to me."
Aardvark DM |
Sorry, we are moving offices at work, and that is where I do most of my posting.
Balsooma, Holgur and Cieran miss what is fast becoming a difficult target. He first avoided Balsooma's swing, and the both Holgur and Cieran and once again plagued by the everpresent fog.
Round 14:
Belor - Tried unsuccessfully to get someone to untie him
(turn taken this round) Ciera - Moved, yelled at captive
Sailor 1 - 3 damage, missed Balsooma
Kelly - Charged Sailor 1
Balsooma - Charged Sailor 1
Holgur - Missed sailor 1
Currently, for ranged attacks there is a -8 to hit sailor 1 (cover and melee).
No map
Holgur |
"Aye! Put yer crossbow to his back and see if it makes him keep his word. Holgur replies, halfway laughing as he does. If anyone has very keen hearing he might hear Holgur whistling a faint diddy as he pilots the Man's Promise.
Aardvark, if Holgur lets go of the wheel to fight, could it possibly pull from the Wormwood or collide with it? I suppose he would know this.
Ciera |
Ciera steps forward and leans down to look Belor in the face. "Well maybe ye deserve a chance bilge-rat. I'm gonna untie ye but if ye so much as think about turnin' on us, yer shark-bait right?". She begins untying him, stepping back with her crossbow leveled as soon as the ropes are loose enough for him to free himself.
Intimidate: 1d20 + 6 ⇒ (12) + 6 = 18
Belor |
Sorry for the lack of posting it has been a busy week
Belor surveys the current situation, pausing to thank his captor. "Thanks for getting me outta that choke hold, I've been wanting to do this for a long time"
Belor moves to C13 and casts Jolt at Sailor 1
Jolt: 1d20 + 3 ⇒ (13) + 3 = 161d3 ⇒ 3
Miss: 1d100 ⇒ 60